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PROCEDURAL PROGRAMMING

A computer programming language that executes a set of commands in order is called procedural Language. It is written as a list of instructions, telling the computer, step-by-step, what to do. For Eg. Open a file, read a number, multiply by 4, display something. Program units include the main or program block, subroutines, functions, procedures; file scoping; includes/modules; libraries.

Procedural programming is fine for small projects. It is the most natural way to tell a computer what to do, and the computer processor’s own language, machine code, is procedural, so the translation of the procedural high-level language into machine code is straightforward and efficient.

Its relative simplicity, and ease of implementation of compilers and interpreters

The ability to re-use the same code at different places in the program without copying it.

An easier way to keep track of program flow.

The ability to be strongly modular or structured.

Needs only less memory.

Disadvantages of Procedural Programming:

Data is exposed to whole program, so no security for data.

Difficult to relate with real world objects.

Difficult to create new data types reduces extensibility.

Importance is given to the operation on data rather than the data.

Comparison of Procedural with Object-Oriented Programming:

The focus of procedural programming is to break down a programming task into a collection of data structures and subroutines, whereas in object oriented programming it is to break down a programming task into objects. Both method can be applicable for complete a specific programming task.

The most popular programming languages usually have both OOP and procedural feature.

Some differences between Procedural and object-oriented languages:

Pure Object Oriented

Pure Procedural

Methods

Functions

Objects

Modules

Message

Call

Attribute

Variable

Popular Software written using Procedural Programming

System Software

Linux Kernel

Emulators

An emulator duplicates the functions of one system using a different system, so that the second system behaves like the first system.